Restrictions, I’m wary about. I think as long as you can make the case that the race isn’t inherently dedicated to a higher power, virtually anyone could become a Dragonsworn. Lightforged would be out, for sure, along with Draenei. Void Elves and Worgen are probably tainted. Goblins too independent (although you could make the case that those serving Deathwing were Dragonsworn as precedent).
I’d rather ask which races don’t make sense and work backwards instead of just going with the ones that we know already make sense.
My main issue with Necromancer as a class is that the designation already exists in-game. And the paragons of this class are trivial individuals. Necromancy is better served as a tool of more potent and broadly talent individuals rather than a tool unto itself.
As for the Diablo thematics, they’re quite strong. But they don’t equate to what we’ve seen of necromancers in-game.
I was just implying the fallacy of the initial statement. Just because something is X, doesn’t mean that it is Y in WoW terms.
Obviously we haven’t seen anything in WoW that suggests otherwise so far, but adding lore or creatures is not something unheard of within the genre.
That is actually a really cool idea that would introduce something unique as a race, or a hero class at least, which utilize existing races. I would like to see this.
I loved the Azuregos model in a few of the artifact quests. Yes, the horns were borrowed from Demon Hunters, but I loved it regardless. And he’s an Elf, but even so, I’ll forgive him because he’s a dragon that could easily eat me.
Eh, I consider myself a bit of a purist when it comes to the lore, but I can acknowledge that the class system is imperfect and far from comprehensive. I’m willing to have multiple types of organizations fall under a single mechanical class if it means access to those classes. Even if it means Human Shamans and Orc Priests.
I’d made some similar suggestions with one being that the summoning of minions being second nature and a passive ability. It was almost that way in Warcraft games. So you’d typically always have your small army of 6 skeletons, not very strong and such. If they die, another takes it’s place.
The necromancer then spends their time casting spells to change the minions into various upgraded versions, mages, knights, combine some for a golem. golems could be tanky. Seems like I’d had one suggestion of a blood golem healing those around it as it fought as an AoE.
When a skeleton was empowered it would then count as a regular pet for however long it lasted…till destroyed, unsummoned, etc.
The base 6 weak skeletons would also serve as a casting resource somewhat hinting back at the runes a death knight uses.
You could consume a few to cast a bone storm in an area, or turning them into a bone strike spear…
Maybe additional spells to occasionally raise a fallen enemy.
Mana based attack spells like necro bolt and such for a filler while minions are regenerating to be consumed into spells again.
Something like that separates each one, but also has a similarity between them.
Warlocks are more about summoning.
Necromancers are more about using and empowering their minions.
Death Knights are heavy armor knights with some summons.
It’d be fine with me.
It all comes down to what ideas you can come up with as the differences are just all visual anyway.
The class idea over on MMO-champ was also pretty cool and had a small army of skeletons of different roles for each spec, with the spec also determining the role of the last skeletal member. Then bunch of additional abilities and such.
I mean, mechanically, you can dump whatever you want to separate the classes. Especially with the relatively small rotations. It’s the lore where the question of distinction creeps in. Necromancers, as WarCraft has portrayed them, are just an outright downgrade from Death Knights and Liches.
They don’t have to have an entire expansion based around them. Also, since you said they’re never going to take the spotlight, I have to remind you that Mechagon does in fact exist.
But was Ulduar not shining a light on the titans and their activities? No, it absolutely was. It made us way more aware of the Old Gods and the existence of the Titans.
Now, in BFA, the spotlight is being shined upon the gnomes of Mechagon.
Still more of a focus than a class pulled out of left field.
Necromancers have been featured all through Warcraft.
I’m sure there’d even be some abilities or spec to reference liches as well.
Also, demon hunters weren’t even the focus of Legion. They did play a part though, the same as gnomes/goblins and the various tinker styled tech that’d been littered all throughout the current expansion. Gnomes have had more of a story focus in this expansion than they have in probably all of the previous expansions combined. It wouldn’t surprise me one bit if it’s to set up the addition of a tinker class.
Maybe some dragon based class could be neat, but tinkers and necromancers have been a part of Warcraft for years and should be featured as playable classes well before something that hasn’t.